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silentcj

Let's learn how to play Agricola!

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• You can press the SPACE key to make the tutorial progress instead of using buttons.

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This tutorial exists thanks to: silentcj
0000
silentcjWelcome to Uwe Rosenberg's *Agricola*, a worker placement game about building a farm in medieval Europe! Originally released in 2007, the game is a modern classic. It is renowned for it's deep gameplay, replayability due to having many unique cards with a variety of effects and of course the turmoil of keeping your family from starving!1archivecontrol_editmode_centercomment000player_board_config 6
silentcjThis tutorial will take you through a full *2-Player Game* using the standard ruleset and on average will take around [red]*30 minutes*[/red]. [green][tip] Before you start you may wish to view the interface tour by clicking the below icon in the top right corner of the screen.[/green] [img]https://x.boardgamearena.net/data/tutorials/img6785ec5f5f88d4.25769855.jpg[/img] 2archivecontrol_editmode_centercomment000
silentcjFor the best experience, please view this tutorial on a desktop browser in full screen. You may also wish to adjust the zoom level on your browser to make things easier to see on the screen at once. [green][tip] You can also adjust the size of some game elements in the settings menu [img]https://x.boardgamearena.net/data/tutorials/img6785ec60a4e989.47690448.jpg[/img] 3archivecontrol_editmode_centercomment000
silentcjThe winner of a game of Agricola is the player who ends the game with the most *Victory Points* - displayed here in our *Player Panel*. As you can see we're starting out with negative 14 victory points so we have some work to do! [green][tip] By default, victory points are visible but some players prefer to play with them hidden4player_score_89960965000player_score_89960965 1
silentcjPoints in Agricola can be earned through various means including: 1. Filling in *Unused Spaces* on our farm 2. Collecting *Crops* and *Animals* 3. *Extending* and *Renovating* our house 4. Increasing our *Family Size* 5. Through playing certain yellow *Occupation* and red/orange *Improvement* cards5archivecontrol_editmode_centercomment000
silentcjThis is our starting *Farm* which has a wooden hut with *2 Rooms* and *2 Family Members* While it may not look like much at the moment, we'll soon be covering up the green *Unused Spaces* with: • *Fields* • *Pastures* • *Stables* • Additional *Rooms* so we can grow our family [green][tip] Our opponents board looks exactly the same and can be found below ours. 6board-89960965000cards-wrapper-89960965 6
silentcjThis is the *Central Board*. Players will take turns placing their family members on *Action Spaces* such as the one highlighted in red on the top row. Action spaces can have various effects and we'll cover each in this tutorial [red]!!! Each action space can only be occupied by one family member [/red] - so if our opponent uses a space it means that we cannot also use it in the same round!7turn_5000ActionFencing 6
silentcjA game of Agricola is divided into *14 Rounds*. Each round players will take turns placing family members on action spaces until they run out - ending the round. The *Fencing* action was revealed at the start of the game for round 1. A new action space will be revealed at the start of every round.8turn_2000
silentcjThere are also several action spaces that are always available from the start of each game such as the *Forest*. Action spaces such as this one with the orange arrow icon are called *Accumulation Spaces* and hold resources. The number in the orange circle is the number of resources currently available. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5ec33ea8.22431480.jpg[/img]9ActionForest000
silentcjAgricola is also divided into *6 Stages*, shown by the large numbers 1-6 on the unrevealed spaces. Stage 1 has 4 rounds and stages generally have fewer rounds as the game progresses. At the end of each stage is a [red]*Harvest*[/red] phase shown by this icon - more on the harvest phase later! [img]https://x.boardgamearena.net/data/tutorials/img6785ec5ee10022.54518092.jpg[/img]10harvest-4000harvest-4 1
silentcjClicking these buttons brings up secondary interfaces for *Cards* we can play during the game by using certain action spaces. The first shows the red *Major Improvements* cards which can be played by any player. The second shows our starting hand of 7 yellow *Occupation* cards and 7 orange *Minor Improvement* cards which can only be played by us. 12modal-buttons-holder000majors-button 17 hand-button 18
silentcjOur opponent is the *Starting Player* in this game, which is indicated by the *Yellow Pawn* in the player panel. Let's see what they do with their first action of the game.13player_board_83889975000meeple-3 6
silentcjOur opponent took the *Forest* action, placing one of their family members on the space. They have gained *3 Wood*. [green][tip] Wood is useful for a variety of things such as building rooms, fences and stables, and it is usually one of the more contested resources.[/green]1ActionForest61db05682cdbd00
silentcjIf you ever need to review the previous turns for either player, the *Game Log* can be found over here :)2logs61db05682cdbd00
silentcjNow it's our turn and a strong first move will be to play a yellow *Occupation* card from our hand. Click the *Lessons* space on the central board to take this action.3ActionLessons61db05682cdbd10
silentcjOur hand cards are displayed and we must now choose an *Occupation* card to play. [green][tip] Occupation cards have a yellow background and can have a variety of effects that can improve our actions, provide us with resources or score us points.[/green] Lets play the *Woodcutter* by clicking on it. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5d41b052.09463859.jpg[/img]2archivecontrol_editmode_centercomment61db056ab53cf10
silentcjThe *Woodcutter* is placed below our farm to show that it is now in play. You can check the card effect at any time by hovering over it. [green][tip] This card will provide us with 1 additional wood whenever we take wood from the Forest. [/green] This concludes our first turn of round 1.1A116_WoodCutter61db0574e37f100
silentcjThe purple player took the *Day Laborer* action gaining *2 Food*. [green][tip] Food is used to feed our family during each harvest, pay for cards and other game effects [/green]1ActionDayLaborer61db059bdaa2400
silentcjOur *Food* is shown here in the player panel. During each *Harvest* we'll need to pay 2 food for each family member we have. [red]!!![/red] For each food we're unable to pay we would have to take a *Beggar card* worth [red]-3 victory points[/red] which could be devastating to the chances of winning the game.2reserve_89960965_food61db059bdaa2400reserve_89960965_food 1
silentcjWe start the game with 2 family members so we need *4 Food* in total for the first harvest. And we started this game with 3 food so we just need one more to be able to feed our family. Remember though, the first harvest is not until the *end of Stage 1* after round 4, so we still have plenty of time! :)3reserve_89960965_food61db059bdaa2400harvest-4 16 reserve_89960965_food 1
silentcjIt is now our turn again and we'll place our second family member. For our next turn lets take the *Farmland* action space.This lets us plow a *Field* on our farm. [green][tip] Fields cover up unused spaces on our farm scoring us points and can be used later to sow crops.[/green]4ActionFarmland61db059bdaa2410
silentcjLet's plow our field in the [red]*unused space at the top of the second column of our farm*[/red] so that it matches the image below. Click on this space to plow the field. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5d5cb709.57676409.jpg[/img]1board-8996096561db05bb8206710
silentcjAs both players have placed all their family members, the *Work Phase* is over and all family members return to the farm boards. The accumulation action spaces are now *Restocked* at the start of the next round.1board-8996096561db05ce3889500
silentcjEach round a new action space is revealed and is available for all players to use. The action spaces revealed are [blue]always the same within a stage[/blue]. But they are revealed in a [red]random order[/red]. [green][tip] For example in stage 1, these 4 actions will always be revealed. • Fencing • Grain Utilization • Improvements • Sheep Market[/green]2ActionGrainUtilization61db05ce878af00
silentcjYou will notice that there is now 2 clay on the *Clay Pit* action space. Any resources that are not taken from an *Accumulation Space* in the previous round will stay on the board and build up over time.3meeple-6861db05ce878af00
silentcjOur opponent is still that *Starting Player* as we did not take the *Meeting place* action to get the *Yellow Pawn*, so they will also take the first action in round 2.4ActionMeetingPlace61db05ce878af00
silentcjOur opponent took the *Lessons* action space as we did in round 1, allowing them to play an *Occupation* card. [green][tip] You can always check the cards an opponent has played by hovering on the card below their farm. 1ActionLessons61db05fb7884b00
silentcjFor our first turn this round lets take the *Forest* action space. We will get *3 Wood* from the action space plus an additonal wood thanks to the *Woodcutter* occupation we played in the last round.2ActionForest61db05fb7884b10
silentcjThe *4 Wood* is now displayed in our *Player Panel*. Other building resources, crops, animals and food are also shown here. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5d78e9b5.55212004.jpg[/img] Let's see what the purple player does for their next move.1reserve_89960965_wood61db060925f2e00reserve_89960965_wood 1
silentcjThey took the *Reed Bank* action, gaining *2 Reed*. [green][tip] Reed is generally used to extend or renovate a players house. It accumulates slower than wood so grabbing 2 at a time is normally a good move!1ActionReedBank61db0619cacc400
silentcjAfter this move the actions of the purple player will not be commented on - [blue]unless something new or significant happens[/blue]! But remember you can always check their available resources on their player panel and their cards in play below their farm if you need to.2ActionReedBank61db0619cacc400
silentcjWe're tired of being second in each round! So let's take the *Meeting Place* action space. This allows us to take the *Yellow Pawn*, meaning we will be the first player to take an action in round 3. We can also play one orange *Minor Improvement* card from our hand [blue]if we meet the cards requirements and can pay its cost[/blue].3ActionMeetingPlace61db0619cacc410
silentcjFor our *Minor Improvement* let's play the *Moldboard Plow*. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5d907e58.73999836.jpg[/img] This card has a [blue]pre-requisite of having 1 occupation card in play[/blue], which we satisfy and has a [red]cost of 2 wood[/red], which we are able to pay from our supply. 1archivecontrol_editmode_centercomment61db062720dd810
silentcjThe *Moldboard Plow* is now also shown below our farm next to the Woodcutter we played last round. The cost of 2 wood was paid automatically from the 4 we gained earlier. [green][tip] Pre-requisites for improvements are always shown in the top left corner of a card. Costs that need to be paid are shown in the top right corner1B19_MoldboardPlow61db06323c50600
silentcjThat was the last move of round 2 and the board has been restocked once again. The next round space revealed is the *Sheep Market* accumulation space, allowing us to obtain *Sheep*. [green][tip] Sheep are the first of 3 animal types we encounter in Agricola and can be an important source of food in the early game.1ActionSheepMarket61db0638a2aa300
silentcjAs we took *Meeting Place* last round we get the first action of Round 3. For our first move, lets go to the *Clay Pit* action space. As no player took this in the first two rounds there is now *3 Clay* there. [tip][green] Clay is usually used for house renovations and building cooking improvements.2ActionClayPit61db0638a2aa310
silentcjLet's take this opportunity to gather enough food for the upcoming *[red]Harvest[/red]* by taking *3 Food* from the *Fishing* action space next.1ActionFishing61db0679d2b1210
silentcjWe're now showing [blue]6/4 food[/blue] in our player panel. So we now have the required amount of food for this harvest, plus an extra 2 food that will carry over into Stage 2. 1reserve_89960965_food61db06bab6f5a00reserve_89960965_food 1
silentcjOur opponent did not take the Meeting Place action space, so we remain the starting player in round 4. The *Improvements* actions space has flipped, which is one of the few ways to play the red *Major Improvement* cards.1ActionMajorImprovement61db06f48f13900
silentcjAs a reminder the available *Major Improvement* cards can be viewed by clicking here. Unlike our hand cards, these 10 cards are the [blue]same in every game[/blue] of Agricola and they provide better ways to feed our family and are also worth victory points.2majors-button61db06f48f13900majors-button 1
silentcjBut for now we have bigger priorities... [red]!!![/red] A key part of most Agricola strategies is *Building Rooms* so that we can [blue]grow our family size in Stage 2[/blue] when the *Wish for Children* action space is revealed. This is primarily so that we can take more than 2 actions in a round!3archivecontrol_editmode_centercomment61db06f48f13900
silentcjEach new room is going to cost 5 of the material our house is built from, plus 2 reed. As we currently live in a [blue]wooden hut[/blue], this means the cost for another room is [red] 5 wood and 2 reed[/red].4board-8996096561db06f48f13900
silentcjSo lets take the 2 reed from the *Reed Bank* as our first move before our opponent has the opportunity to deny this from us!5ActionReedBank61db06f48f13910
silentcjOur opponent got to the *Improvements* space before us, building a *Fireplace*. We'll see what this lets them do shortly! Luckily this leaves the *Forest* space open for us, which will give us the 5 wood in total that we needed to build a room.1ActionForest61db074693c0610
silentcjOur opponent took the final move of round 4 and of *Stage 1*, which means it is time for the first *Harvest*. Each harvest is divided into 3 phases, carried out in this order: 1. *Field* - Crops are harvested from fields 2. *Feeding* - Players must feed their family 3. *Breeding* - Pairs of animals breed offspring The Field/Breeding phases are not relevent here, but will be explained later!1harvest-461db07772149c00
silentcjIn the *Feeding Phase* we will now pay *4 Food* - a reminder that this is [blue]2 food per family member we have[/blue]. The game pays this automatically if we have the required food and have no conversions to make (this can be changed in settings).2reserve_89960965_food61db07772149c00
silentcj*Wish for Children* is the new action space for round 5, which is great news for us! This allows players to grow their family - [blue]if they have an empty room in their house for the new person[/blue]. This round we will be able to first build a room and then grow our family, which means we will have *3 Actions* from next round!1ActionWishChildren61db077b1153c00
silentcjTo build a room take the *Farm Expansion* action space.2ActionFarmExpansion61db077b1153c10
silentcjYou can also build stables when taking this action, but for now we just want to build a wooden room. Click *Build rooms*.1btnChoice061db07900ffe210
silentcjBuild the wooden room by clicking the space on the [blue]bottom row of our farm[/blue] so that it matches the below image. Then click the [blue]blue confirm button[/blue] in the bar at the top of the screen to complete the build. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5dabd673.14731582.jpg[/img]1board-8996096561db0793bc37310
silentcjExcellent work! :) The 5 wood and 2 reed cost for the new room was automatically paid from our resources, just like with the Moldboard Plow improvement card we played earlier.1reserve_89960965_begging61db07a54ee5500reserve_89960965_wood 1 reserve_89960965_reed 1
silentcjNow let's grow our family by taking the *Wish for Children* action space. We can also play another orange *Minor Improvement* card (if we're able to) when we take this action.1ActionWishChildren61db07d49e29810
silentcjThis time lets play the *Herring Pot* for 1 Clay, which allows us to get more food when we take the *Fishing* action.1archivecontrol_editmode_centercomment61db07e69bd2d10
silentcjOur *Newborn Family Member* is shown on the action space and we will be able to place it from next round.1ActionWishChildren61db07ffa522200
silentcjThe purple player has taken the *3 Sheep* One animal of any type can be kept in your house as a *Pet*, the other animals must be *Cooked* or *Released* if there is nowhere else to put them. In this case the purple player will choose to cook the extra sheep by using their *Fireplace* improvement, which allows sheep to be converted to 2 Food each at any time. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5ddad0d0.46115763.jpg[/img]1ActionSheepMarket61db083c0789200
silentcjThe *Quarry* is the next action space revealed, an accumulation space for *Stone* [green][tip] Stone is used to buy powerful major improvements and renovate our house. But we'll want to take more than one at a time!1ActionWesternQuarry61db08445bffb00
silentcjYou can see we now have *3 Family Members* to place from our farm after growing last round. The new family member goes into the empty room and our house is once again at capacity.2board-8996096561db08445bffb00
silentcjThis is also displayed here in our player panel - 5 is the maximum size a family can be in a game of Agricola. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5f075202.97029767.jpg[/img] [green][tip] Likewise the number of Fences (15 max) and Stables (4 max) we can build are also shown in this section of the player panel.3reserve_89960965_farmer61db08445bffb00reserve_89960965_farmer 1
silentcjThis round we know the purple player is most likely building a room and growing their family with their 2 actions, just as we did last round. So we will probably get whatever we want from the central board this round!4board-wrapper-8388997561db08445bffb00
silentcjFirst lets take the *2 Reed* so that we can build another room in the future.5ActionReedBank61db08445bffb10
silentcjThe purple player built a Wooden Room as we did and also *2 Stables* on the bottom row of their farm. [green][tip] Stables can hold one animal each when they are not placed inside a pasture and cover up the unused spaces scoring a point each.1board-8388997561db08e95bde200
silentcjNow lets play another *Occupation* card. [red]!!![/red] Our first occupation was free to play, but each one we play after the first will cost us *1 Food*.2ActionLessons61db08e95bde210
silentcjThis time let's play the *Mushroom Collector*, which is going to help us get more food for the next harvest. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5e0ec636.71599664.jpg[/img]1archivecontrol_editmode_centercomment61db090ca703510
silentcjFinally lets fish, we'll get a food bonus from the improvement we played when we take this action.1ActionFishing61db09433212610
silentcjSo we took 3 food from the action space, plus we get 3 more food that we'll receive 1 at a time at the start of the next 3 rounds thanks to our *Herring Pot*. The extra food is shown on the central board. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5e2e2623.29463655.jpg[/img] [green][tip] Any resources a player receives through card effects will be highlighted on the central board in the same colour as their game pieces.1B47_HerringPot61db09581e8e800
silentcjThe *House Redevelopment* action space has flipped, which allows us to renovate our house. This will be explained later on.2ActionHouseRedevelopment61db095871fa900
silentcjLets remind ourselves that this is the last round of *Stage 2*, so there will be another [red]*Harvest*[/red] at the end of the round. We now have *3 Family Members* so as it stands we'll have to pay *6 Food* this time.3harvest-761db095871fa900harvest-7 1
silentcjOnce again we're the starting player. *6 Wood* is a tremendous action and will allow us to use the effects of our new *Occupation* card to get the food we need.4meeple-11261db095871fa910
silentcjThe *Mushroom Collector* occupation card lets us trade 1 wood for 2 food when taking wood. This is just what we need right now!1btnChoice061db096891eb910
silentcjThe 1 wood we paid for this effect stays on the Forest action space and we gained 2 food to our supply. Going forward i'll assume we always use the Mushroom Collector effect when taking wood and skip through this! In a real game you always have the option of not using a card effect by selecting [blue]Pass[/blue] when prompted.1meeple-13461db097a817b500
silentcjAfter taking that big wood action we find ourselves with enough resources to build another room! If we build a room and grow again this round we would be at *4 Family Members* which will accelerate our game once again by giving us more actions per round.1ActionFarmExpansion61db09c44c53510
silentcjAgain select build rooms - we still don't want any stables1btnChoice061db09ce80cc710
silentcjLets build so that our wooden hut [blue]forms a 2x2 square shape[/blue] as below. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5e48d8e3.76159374.jpg[/img] Click the space and then [blue]confirm with the blue button[/blue] at the top of the screen.1board-8996096561db09d180bf010
silentcjFinally lets grow our family again Fast learners might have realised that this should mean that we'd need *8 Food* for this *[red]Harvest[/red]* and we currently only have 7. Well lets see what happens...1ActionWishChildren61db09f62654a10
silentcjLets play the *Drinking Trough* for 1 clay as our minor improvement - this card will help us later.3archivecontrol_editmode_centercomment61db0a035788e10
silentcjPhew! So about that food... Luckily *Newborns* don't eat as much as adults and require [blue]just 1 food in the harvest[/blue]. This rule only applies if you grow your family in the same round as a harvest! So the *7 Food* we have is just enough to cover our needs and avoid a *Begging Card*!1reserve_89960965_food61db0a1b7f31f00reserve_89960965_food 1
silentcjThe *Breeding Phase* happens after the *Feeding Phase* of the harvest. As the purple player has *2 Sheep*, they will breed another sheep that they can put into their house. Please note you can only breed animals if you can make room for them on your farm - [red]you cannot cook newborn animals right away either[/red]!1board-8388997561db0ab103a7100
silentcj*Vegetable Seeds* is the new action space. *Vegetables* are a type of *Crop* that can be *Sown* into fields or converted into food.1ActionVegetableSeeds61db0ab62ea5400
silentcjThe other *Crop* in Agricola is *Grain*, which has been available from the start of the game through the *Grain Seeds* action space.2ActionGrainSeeds61db0ab62ea5400
silentcjNow that we barely squeezed by in the last harvest, it's a good time to begin thinking about our long term food needs as [blue]we'll need 8 food in each harvest[/blue] going forwards with a family size of 4. Lets take *5 Clay* with this action as we'll want to build a *Cooking Improvement* soon.3ActionClayPit61db0ab62ea5410
silentcj*4 Wood* is a fine action and we'll use this to start building fences to hold animals later. [green][tip] Don't forget about our cards in play too - the Woodcutter means this is actually 5 wood for us and we'll trade 1 wood for 2 food using the Mushroom Collector1ActionForest61db0b068fed210
silentcjNext let's build our *Cooking Improvement* by taking the *Improvements* action1ActionMajorImprovement61db0b396409910
silentcjClick *Show major improvements* at the top of the screen to bring up the secondary interface and build a *Cooking Hearth* for *4 Clay* [img]https://x.boardgamearena.net/data/tutorials/img6785ec5e670516.89899442.jpg[/img]1archivecontrol_editmode_centercomment61db0ba2a0f5010
silentcjWe want to spend *4 Clay* on a *Cooking Hearth*. [green][tip] The Cooking Hearth allows us to efficiently eat Animals and Vegetables. It can also be used to Bake grain but we will not pursue that strategy in this game.2Major_CookingHearth161db0ba2a0f5010
silentcjAs always the card is displayed below our farm and can be checked at any time to see the effects by hovering over it. This card also has 1 *Victory point* printed on it - see if you can spot where it is!1Major_CookingHearth161db0ba88a5a400
silentcjFinally lets fish one more time to get a bit more food for the harvest. [green][tip] Remember - our Herring Pot improvement will trigger again so this action will be worth 5 food total 1ActionFishing61db0bd18f09010
silentcj*Pig Market* is the new action which is an accumulation space for *Wild Boar*. [green][tip] Like sheep, boar can be cooked for food or kept on our farm for victory points at the end of the game.[/green]1ActionPigMarket61db0c055a9a900
silentcjLet's take Forest again as this looks like the best resource action available and it will give us enough wood to build a good number of *Fences*.2ActionForest61db0c055a9a900
silentcjNow lets finally start to do some more farming on our player board! First lets plow a *Field*1ActionFarmland61db0c6aeaf8310
silentcjAh that's right! We played the *Moldboard Plow* improvement earlier in the game, so we actually get to plow 2 fields with this action :)1B19_MoldboardPlow61db0c91278e400
silentcjClick here to use the card effect of the Moldboard Plow2btnChoice061db0c91278e410
silentcjIt's worth noting at this point that any new additions placed on our farm must be added orthagonally adjacent (non-diagonal) to exising elements of the type you are placing. Stables are the exception to this! [red]!!! So put plainly any new field must always be placed next to an existing one [/red] Lets plow the first field in the [blue]top left corner[/blue] next to our house.1board-8996096561db0c95236b010
silentcjThis leaves only one legal placement for our second field in the [blue]center of the top row of our farm[/blue].1board-8996096561db0c9684f9210
silentcjNext, lets build some *Fences* so we can hold some animals and cover up even more of those unused farm spaces. To do this click the *Fencing* action.1ActionFencing61db0cb43ae3c10
silentcjWe build fences by paying [blue]1 wood for each fence[/blue]. [red]!!![/red] You build each fence along the edge of an unused farmyard spaces to form *Pastures*. A complete pastures can be any size but you cannot leave any open edges. We have 10 wood and there are a few options for how we could arrange our fences - but let me show you just one of them which should work well for us.1board-8996096561db0cd9d7b4800
silentcjWe now have *2 Pastures* of *Size 2* which will cost us 10 wood. Of course, in a real game you will have to select where you want the fences to go yourself! :) The box displaying *[blue]0/6[/blue]* above each pasture indicates how many animals can be held. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5e86dc52.30786881.jpg[/img]1meeple-3361db0ce58bbc700
silentcjUsually each pasture can hold [blue]2 animals per space it covers[/blue] (so 4 animals per pasture in our case). But if you read the effects of the *Drinking Trough* Improvement we played earlier by hovering over it, you will see where our advantage comes from.2A12_DrinkingTrough61db0ce58bbc700
silentcjFinally, it's worth noting that if a *Stable* is built within a pasture, the [blue]total capacity will be doubled[/blue] and it will also score 1 Victory Point.3meeple-3261db0ce58bbc700
silentcjLets take a *Vegetable* for our last action - we'll be able to *Sow* this in a future round. [green][tip] Sowing is planting crops into our fields which multiplies them, helping to boost our score in this area. We'll see this in action shortly.1ActionVegetableSeeds61db0cff0e20510
silentcjAnother harvest down and we're getting towards the end of the game, so lets use this stage to start [blue]improving our score[/blue].1archivecontrol_editmode_centercomment61db0d853914800
silentcjIn Agricola a good way to score points is having balanced farm. For example, currently we are losing 3 points for not having any animals so lets take some now. [green][tip] Clicking the star icon in the highlighted box in the top corner of the screen for a help sheet on scoring. The calendar icon can be used to view a breakdown of our current score. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5f7b2e05.89400555.jpg[/img] 2archivecontrol_editmode_centercomment61db0d853914800player_board_config 1
silentcjThe new action is this round is *Cattle Market* - which is an accumulation space for *Cows* as you may have been able to guess! [green][tip] Cows are the most valuable type of animal in Agricola - both in terms of food generation and points.3ActionCattleMarket61db0d853914800
silentcjHowever, a *Pair* of animals is usually better and we can now hold these boar in our newly built *Pastures* to [blue]breed them in the next harvest[/blue]. Lets take this action.4ActionPigMarket61db0d853914810
silentcjThe game automatically put the boar into the first available pasture (this can be changed in game settings if you want more control over this).1meeple-3261db0d8b5a51f00
silentcjAnother way to score points is to increase our *Crop* score One of our goals this stage is to *Sow Crops* into our *Fields* so that they multiply. For the next two moves lets take a *Grain* and another *Vegetable* so that we have 3 crops to sow into our 3 fields. We'll also pick up 2 more Reed to use later with our final action this round Lets skip ahead to the next round to save some time :)1archivecontrol_editmode_centercomment61db0d998de9700
silentcjIt's Round 11, the board has restocked and there is a pair of Cows on the Cattle Market space! This looks like a great first actio-1archivecontrol_editmode_centercomment61db0ec8b17ab00
silentcjAh - purple finally took the *Meeting Place* action again last round and became the starting player - there go our cows! They also played the Lasso improvement last round, which lets them take two actions in a row if one of them is used to take animals.1ActionSheepMarket61db0ef9b88ff00
silentcjLets settle for the pair of sheep instead. [blue]Different animal types cannot be mixed in the same pasture[/blue] but luckily we built a second one!2ActionSheepMarket61db0ef9b88ff10
silentcjPurple has run out of family members to place earlier this round due to the Lasso, so the next 3 actions are ours.1board_resource_83889975_farmer61db0f190dbbc00board_resource_83889975_farmer 1
silentcjFirst lets do what we set up for last round and sow our crops by taking the *Grain Utilization* action.2ActionGrainUtilization61db0f190dbbc10
silentcj*Grain Utilization* lets you sow crops and/or bake bread with the same action. We just want to sow our crops here - although we could choose to bake our grain using our Cooking Hearth improvement if we wanted to. Select *Sow*1btnChoice061db0f3be8f5e10
silentcjLets sow our [red]grain in the left field[/red] and our [blue]vegetables in the middle and right fields[/blue] To do this click on the icons as shown below and then confirm in the blue button at the top of the screen. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5f937976.86462006.jpg[/img]1board-8996096561db0f3e9082610
silentcjFor every grain you sow you receive [red]2 additonal grain[/red] in the field. For every vegetable you sow, you receive [blue]1 additional vegetable[/blue] in the field. We cannot use our crops whilst they are in the fields but we will reap these back to our supply soon during the harvest!1board-8996096561db0f486ca1f00
silentcjWhat are we doing with our remaining actions this round? Well it would be nice to score some points by building a major improvement.2majors-button61db0f486ca1f00majors-button 1
silentcj[blue]Most major improvements require stone[/blue]. Unfortunately our opponent has been hogging the *Quarry* action space, and there is only 1 stone available, which doesn't seem very appealing.3ActionWesternQuarry61db0f486ca1f00
silentcjThe new action space this round was a second *Quarry*, but again it only has 1 stone available. But is there another way we can aquire some stone?4ActionEasternQuarry61db0f486ca1f00
silentcjIf you'll allow me to take the wheel for a moment... I'll play an occupation card by using the Lessons action5archivecontrol_editmode_centercomment61db0f486ca1f00
silentcjThe Roof Ballaster occupation card let us pay 1 food to get a stone for each room on our farm. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5f3befd2.79123313.jpg[/img]2archivecontrol_editmode_centercomment61db0fcc966b700
silentcjThis gives us a whopping 4 stone! Much better than if we had taken a Quarry action space.3reserve_89960965_stone61db0fcc966b700reserve_89960965_stone 1
silentcjWe can't play a Major improvement this round as the purple player is already occupying this space. But i think i might have found something just as good!4ActionMajorImprovement61db0fcc966b700
silentcjI took back the Yellow Pawn using the Meeting Place action so we get the first choice next round.1ActionMeetingPlace61db0fd2b43d600
silentcjAnd I also played the Loam Pit improvement from our hand. We could finally play this thanks to meeting the requirements of having 3 Occupations played. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5f23da95.12985448.jpg[/img] Everything seems to be coming together now - *[red]what could possibly go wrong![/red]* 2B77_LoamPit61db0fd2b43d600
silentcjOh err.. well this is awkward. It seems I got so caught up playing out cards - both which costed food - I have completely forgottten about the upcoming [red]*Harvest*[/red]!1archivecontrol_editmode_centercomment61db0fda4fd6800
silentcjFeeding your family is the most important part of Agricola and can *[red]NEVER[/red]* be ignored. Perhaps I shouldn't be the one taking our actions...2archivecontrol_editmode_centercomment61db0fda4fd6800
silentcj[blue]We don't have any food and require 8![/blue] In some games this would be enough to ruin us and would require taking a beggar card worth -3VP for each missing food! Lets hope we can find a way out of this mess...3reserve_89960965_food61db0fda4fd6800reserve_89960965_food 1
silentcjWhat just happened was the *Field phase* of the harvest. During this phase [blue]the crop on the top of each field is harvested[/blue] and added into your personal supply.4board-8996096561db0fda5677e00
silentcjAs all three phases are now relevent to our game, here's a quick reminder that the *Harvest* phases happen in this order. *1. Field* - Crops are harvested from fields *2. Feeding* - Players must feed their family *3. Breeding* - Pairs of animals breed offspring5archivecontrol_editmode_centercomment61db0fda5677e00
silentcjAs you can see in the player panel, we now have 1 grain and 2 vegetables after harvesting the crops in the field phase. We now proceed to the feeding phase.6reserve_89960965_vegetable61db0fda5677e00reserve_89960965_grain 1 reserve_89960965_vegetable 1
silentcjAs we don't have any food we are presented with 2 options. We obviously don't want to take 8 beggar cards, as that would be worth -24 victory points! So we will choose *Cook/Exchange resources*.7btnChoice061db0fda6937610
silentcjThe *Exchange Centre* interface allows you to convert goods using your card effects. You can also always exchange grain and vegetables for 1 food each by eating them raw - but this is rarely ideal!1archivecontrol_editmode_centercomment61db0fe697ffa00
silentcjTo get us out of this mess I've created, please cook us some food using our *Cooking Hearth* improvement! [img]https://x.boardgamearena.net/data/tutorials/img6785ec5ea59e57.59200412.jpg[/img] First cook *2 Vegetables* for 3 food each. Next cook *1 Sheep* for 2 food We should then have *8 Food* showing at the bottom of the window - press *Confirm* If you make a mistake hit the *Clear* button to start again.2archivecontrol_editmode_centercomment61db0fe697ffa10
silentcjOur Vegetables and Sheep were converted to food. Now that we have the required 8 food, we can feed our family! Nice work! :)1btnChoice161db0ff1e933310
silentcjIn the Breeding phase we get a Wild Boar as an offspring, which we can comfortably accomodate in our existing pasture.1meeple-3261db1028de81400
silentcjAs we had to eat one sheep so that our family didn't starve, we sadly don't get to breed both types of animals!2meeple-3361db1028de81400
silentcjThe new action space is *Cultivation* which would allow us to plow a field and sow crops with a single action. [green][tip] This is normally a very powerful action space to take, but it doesn't work with our Moldboard Plow improvement so we might not need to take it in this game. [/green]1ActionCultivation61db102e8df1700
silentcjWith 2 Stages to go we generally would want to start thinking about [blue]filling in the remaining unused spaces on our farm[/blue] which are currently costing us points. One *Farmland* action will take care of two of these empty spaces with our plow, so we just need to make sure we do this once before the end of the game. I think we'll want to cover the rest of the spaces with more *Pastures*.1archivecontrol_editmode_centercomment61db103e1556900
silentcjWith that in mind lets take some wood so we can build more *Fences*.2ActionForest61db103e1556910
silentcjYou may have noticed our opponenents shiny *Stone House* on their farm putting our *Wooden Hut* to shame. [img]https://x.boardgamearena.net/data/tutorials/img6785ec5fb38058.44596456.jpg[/img]1board-8996096561db10cfb385700
silentcjAt the end of the game a *Wooden Hut* is worth 0 points. A *Clay House* is worth 1 point per space it covers. And a *Stone House* is worth 2 points per space it covers2board-8996096561db10cfb385700
silentcjSo if we can get to a *Stone House* before the end of the game we'd have 8 more points than we currently do!3board-8996096561db10cfb385700
silentcjTo upgrade our house we would take the *House Redevelopment* action space. This allows us to renovate our *Wooden Hut* to a *Clay House* by paying [blue]one clay for each room we have, plus one reed[/blue] So in total the cost is [red]4 clay and 1 reed[/red] 4ActionHouseRedevelopment61db10cfb385700
silentcj[red]!!![/red] It's important to note that you must already be in a *Clay House* to renovate to a *Stone House* - you can't skip the middle step unless you find a sneaky card effect as our opponent did in this game!5ActionHouseRedevelopment61db10cfb385700
silentcjWe could take the *Clay Pit* to get the resources we need to renovate our house. But lets take the *Day Labourer* action space and use our new improvement card.6ActionDayLaborer61db10cfb385710
silentcjThanks to the *Loam Pit* we played, we gain 3 Clay when we take the *Day Laborer* action space in additon to the 2 Food we would usually get.1B77_LoamPit61db10f10bef400
silentcjNow we have the required amount of resources, lets take the *House Redevelopment* action and renovate to a *Clay House*1ActionHouseRedevelopment61db113e0039110
silentcjOur Wooden Hut has now been renovated to a *Clay House*, scoring us *4 Victory Points*!1board-8996096561db1151797ab00
silentcjWhen taking the *House Revelopment* action we can also play a red *Major* or orange *Minor* improvement. We obtained the *Stone* in the last round so that we could play a *Major* improvement so lets do this now2ActionHouseRedevelopment61db11518888900
silentcjClick on the [blue]show major improvements[/blue] button at the top of the screen and build the *Well* for 1 Wood and 3 Stone [img]https://x.boardgamearena.net/data/tutorials/img6785ec5fd62710.32349679.jpg[/img]4archivecontrol_editmode_centercomment61db11518f77010
silentcjWe can also play either a red *Major* or orange *Minor* improvement when we take the *House Redevelopment* action space. We had planned on building a *Major* improvement when we obtained the *Stone* last round, so lets do that now.5archivecontrol_editmode_centercomment61db11518888900
silentcjClick on Show Major improvements and build the *Well* for 1 Wood and 3 Stone.6archiveCommentElementPointerTargetInner61db11518888910
silentcjThe *Well* is worth *4 Victory Points* and has a card effect that provides 1 food per round for the next 5 rounds. As there are only 2 rounds left in the game we can't make full use of this effect, but it is still well worth it for the points! Lets skip ahead to next round, securing some extra food with fishing for our last action.1Major_Well61db1158619f100
silentcjThe new round space is *Urgent Wish for Children* which lets you grow your family size [blue]even if you don't have space in your house[/blue]1ActionUrgentWishChildren61db11dee0f1600
silentcjLets take the *2 Cows* though. We'll need to make room for them in the pasture by moving our sheep into our house. I'll take care of this for us, but in your next game keep in mind you can do this at anytime on your turn by pressing this icon found in the bar at the top of the screen. [img]https://x.boardgamearena.net/data/tutorials/img6785ec6002a6e0.90741444.jpg[/img]2ActionCattleMarket61db11dee0f1610
silentcj[red]!!! Please note, unfortunately there is a minor graphical bug with how our farm is currently displayed - the cows should be in the right pasture and the sheep in our house - this will correct itself next round :)1meeple-3361db12017242900
silentcjNow lets finish off plowing our fields by taking *Farmland*1ActionFarmland61db122937f7610
silentcjThe first one comes from our Moldboard Plow1btnChoice061db12758362e10
silentcjLets plow [blue]down the centre of our farm[/blue].1board-8996096561db1278caf8c10
silentcjKeep going! :) Plow one more field on the [blue]bottom row[/blue].2board-8996096561db127a5a30510
silentcjFor our final two actions this round we'll collect some more wood and stone - we'll skip through this but see if you can guess what we'll use these resources for :)1archivecontrol_editmode_centercomment61db12fd75bde00
silentcjOnce again it's the harvest time. We have enough food this time so let's speed through it. [green][tip] Make sure you remember the Stage 5 harvest as it's the only one not at the end of a row on the central board!1harvest-1361db136bb01b600
silentcjIt's the final round of the game and the only round where we have to feed our family in 2 sebsequent harvests! First lets grow our family to 5 members by taking the *Urgent Wish for Children* action space. [green][tip] It may seem like a strange move as this is the final round of the game, but remember each family member is worth *3 points*!1ActionUrgentWishChildren61db13b074d3410
silentcjThe new actions space, *Farm Redevelopment* is another space that let's us *Renovate* our house, but we can also build *Fences* after taking the renovation. We wanted to do both of those this round, but now we only need to spend one action - now that's efficiency! Lets take this action now - once again i'll take care of our fencing and fill in the final 2 unused spaces of our farm.1ActionFarmRedevelopment61db1430bf0fc10
silentcjNow that's looking like a farm! :)1board-8996096561db14828c7aa00
silentcjWe will sow one last time to get more points from our crops - i'll do the planting for us this time.1archivecontrol_editmode_centercomment61db14f98d26900
silentcjFinally, for our last action of the game, we have an *Occupation* we can play that will score us some end game points and nothing else on the board looks better for us!1archivecontrol_editmode_centercomment61db1512808ea00
silentcj*Organic Farmer* is the card we want. Occupation cards don't ever have printed victory points but they can have *Bonus Points*. Bonus points are shown with the below symbol and are gained by fulfilling certain conditions. [img]https://x.boardgamearena.net/data/tutorials/img6785ec601f7902.09827916.jpg[/img] We should be able to arrange our animals in such a way to meet the criteria on this card.1archivecontrol_editmode_centercomment61db153870fc110
silentcjAnd with that final move we enter the last harvest of the game. We're still short some food so lets skip ahead to the feeding phase and see what our options are.1archivecontrol_editmode_centercomment61db1544acec000
silentcjBack in the exchange center and we're short 4 food of the 9 total we need to feed our family. Lets cook one *Cow* using our *Cooking Hearth* and then click confirm. [img]https://x.boardgamearena.net/data/tutorials/img6785ec603b00b4.56082393.jpg[/img]1archivecontrol_editmode_centercomment61db154f9e15e10
silentcjOur animal pairs breed one more time - I'll quickly rearrange these so our *Organic Farmer* scores the maximum possible and then we'll be into *Final Scoring*1meeple-3261db158ee84ab00
silentcj*Victory!* We've prevailed over our opponent beating them by 53 points to 48. You can see a breakdown of the points we earned in the window to the right for both the points we earned from our farm and our played cards (including bonus points).1archivecontrol_editmode_centercomment61db15b0b446400
silentcjAnd that concludes this Tutorial - congratulations and thank you for making it this far! As a parting note I would just like to mention a few things to remember when going into your first game of Agricola....2archivecontrol_editmode_centercomment61db15b0b446400
silentcjFirstly, Agricola is a *HARD* game and this tutorial showcased a pretty optimal set of circumstances. Your opponents can and *WILL* take the actions you wanted or do unexpected things that mess up your plans. Please don't be discouraged if your final farm isn't as pretty or your score is much lower that what was shown here! :)3archivecontrol_editmode_centercomment61db15b0b446400
silentcjSecondly, there were a some things not showcased in this tutorial, the most noteworthy being the *Baking* and *Guilds* major improvement cards. These can offer [blue]alternative ways of feeding[/blue] with grain or building resources rather than cooking as we did. [img]https://x.boardgamearena.net/data/tutorials/img6785ec605cbe25.72844877.jpg[/img]4archivecontrol_editmode_centercomment61db15b0b446400
silentcjThis is in addition to the many, many cards found in agricola that can warp your strategy, provide new ways to score and completely change how you might play the game! [img]https://x.boardgamearena.net/data/tutorials/img6785ec607e0244.85482985.jpg[/img] You may have noticed our opponent pursuing a completely different strategy this game, but they still ended with a competitive score!5archivecontrol_editmode_centercomment61db15b0b446400
silentcjFinally and most importantly always remember to *Feed your Family* lest you become a beggar. Have fun farming :)6archivecontrol_editmode_centercomment61db15b0b446400
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Agricola

How to play?
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Complete rules:

9
(en)
Rules - English
6
(en)
Appendix - English
4
(es)
Reglas en español
3
(pt)
Manual português
2
(fr)
Règles du jeu
2
(de)
Regeln - Deutsch
2
(zh)
【規則】農家樂
2
(pl)
Instrukcja PL
2
(ru)
Правила на русском
2
(fr)
Annexe - Français
1
(it)
Regolamento Italiano
1
(nl)
Spelregels (Gebruikershandl.com)
1
(hu)
szabály
1
(de)
Anhang - Deutsch
1
(pl)
Dodatek do instrukcji PL
1
(cs)
Pravidla
1
(it)
Spiegazione in italiano Ludoclub
0
(ja)
写真付き!自称「世界一分かりやすいアグリコラルール説明インスト」
0
(ko)
아그리콜라 규칙서 (신판)

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Game mode
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Game speed
No time limit • recommended with friends only
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Additional Action Spaces
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Disabled
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publisher

Designer: Uwe Rosenberg

Artist: Klemens Franz

Developed by: Tisaac, vincentt

Release 220107-0030


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Board Game Arena 1014 Board Game Arena • Release 220106-1001 • Legal info • Terms of Use • Terms of Services • Privacy & cookies π
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